Legendary Overland Difficulty Toggle Option

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  • Robo_Hobo
    Robo_Hobo
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    Yes! I want an harder difficulty setting for Overland content like what you suggested.
    I believe that many end game players want a challenge, so the "Legendary Overland" phases may be more crowded than you think.

    They won't be, not as many people are going to willingly gimp themselves for the ability for fights to take longer

    If you have ever played Skyrim, Oblivion or Morrowind and played on anything other than having the difficulty setting on Novice/far left slider, then you have chosen to willingly gimp yourself for the ability for fights to take longer. (same goes for any other game with a difficulty setting really)
  • Stx
    Stx
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    I would love a more challenging overland. Your suggestion makes me cringe though... severely nerfing the players power would feel like a fake difficulty. Just increase the monster health and monster damage by 300% or more. And also add on more special abilities for monsters.

    I remember how challenging overland was when this game launched and you started questing in veteran zones and caldwell's gold.. that was fun!
  • Dahveed
    Dahveed
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.

    I would say yes to everything (or a variation thereof) except for the rewards section.

    If you start giving actual loot, gold and xp rewards then it starts to feel "obligatory" and then you start causing complaints. As others have said, the extra challenge should be its own reward.

    However if you insist on rewarding players, it should be purely cosmetic. Like a title, an achievement, or maybe a crown store pet or something... That way it would feel like you're doing it for "nothing".

    (Personally I wouldn't care that much, but an achievement tracker would be cool... "kill 10,000 monsters on Legendary mod", etc).
  • Dahveed
    Dahveed
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.

    Because if you look at their posts the titles of the threads are "Muh difficulty" but if you read the bodies and what they want they really just want more stuff

    No.
  • Darkenarlol
    Darkenarlol
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    Because if you look at their posts the titles of the threads are "Muh difficulty" but if you read the bodies and what they want they really just want more stuff

    ^^^ this

    lost me too on begging for moar shinies
  • ccfeeling
    ccfeeling
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    Other.
    Double rewards impact eso economy slightly.

    I agree your Toggle idea that make the mobs stronger or u becomes weaker, thats enough.
  • vilio11
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    Yes! I want an harder difficulty setting for Overland content like what you suggested.
    Why do players insist on adding harder content ... when they don’t participate in the existing hard content currently available in the game?

    You have to grind many hours of fetch quest and kill many mobs in a boring and easy combat go get to the fun parts(trials and vet dungeons).
  • Septimus_Magna
    Septimus_Magna
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    Instead of reducing the player's damage healing and shields I would like to see two separate instances.
    One normal instance that is the same the today's overland.
    One veteran instance where mobs have increased health and deal more damage.

    This way your dps, healing and dmg shields keep the same values but you dont kill a boss at the end of a quest after 3 second. Maybe you even have to slot a heal because the incoming dmg is more than you can heal with your health regen.
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  • eKsDee
    eKsDee
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    Instead of reducing the player's damage healing and shields I would like to see two separate instances.
    One normal instance that is the same the today's overland.
    One veteran instance where mobs have increased health and deal more damage.

    This way your dps, healing and dmg shields keep the same values but you dont kill a boss at the end of a quest after 3 second. Maybe you even have to slot a heal because the incoming dmg is more than you can heal with your health regen.

    Which would split the population between two different instances, or more if you want more amounts of increased mob health and damage.

    Reducing the player's stats through damage done and damage received has the exact same effect as increasing mob health and damage, except doesn't cause a population split.
  • Luckylancer
    Luckylancer
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    Yes! I want an harder difficulty setting for Overland content like what you suggested.
    Those who think harder content is not needed: many people want to be engaged in the game. that is why there are veteran dungeons and trials.

    Those who think there is no need for extra reward: do you think those who want to get engaged will play veteran content if there is no extra reward? No, they wont play veteran. No one gonna cripple himself to play harder game. Look at all PvEers. They are grinding for hours to get stronger a bit. They wont cripple them selfs any day!

    We get better reward for harder content at veteran dungeons and trials. Adding harder outland content will give extra content to play for hardcore players.
  • mocap
    mocap
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    Yes! I want an harder difficulty setting for Overland content like what you suggested.
    ideas like that already mentioned years ago, but something like "food with negative bonuses" or "scroll with ton of prepackaged debufs". Also devs were asked on reddit about it:
    Q: Bonus question, are there any plans to implement a more challenging overworld for veteran players (e.g. a difficulty toggle like Battle Spirit where you'd get debuff like 50% more damage taken and 50% less healing and damage done in exchange for a chance for mobs to drop zone furnishings and/or other rare items). It is disappointing to see solo quest bosses being hyped up as super powerful, then dying in 10 seconds.

    A: we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
    It was 1-2 years ago however, maybe something has changed in their plans...
  • Dusk_Coven
    Dusk_Coven
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    Other.
    Universe wrote: »
    9. Double the experience points, items & gold earned from killing monsters.
    10.The rewards from quests are doubled.

    People will bring a half dozen friends to neutralize any difficulty imposed and farm their usual spots for double everything.
    No increased rewards for Overlands where the number of people can't be controlled. Otherwise it'll just be exploited.

    There's a reason higher rewards are given in INSTANCES like dungeons and trials -- Because ZOS can control the numbers. So you can't bring a dozen people and steamroll Zaan for the helm, for example.

    The player base has already proven over and over that they will do what it takes to get easy, fast, convenient rewards. That's why any call for increased difficulty needs to go into INSTANCES like dungeons and trials where there's a better chance of enforcing the increased difficulty instead of any Overland where people can just bring more bots and farmers to overwhelm anything.
    Edited by Dusk_Coven on May 11, 2020 7:37AM
  • colossalvoids
    colossalvoids
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    Other.
    Still can't see any point in it. Just creates more instances to produce even more lag.

    Do people like to fight overland stuff a lot? Even is so, damage sponge is not the best way of "difficulty increase". Most activities for me there personally are surveys and helping ones who need that so if I'll toggle to vet overland I'll not encounter any people that might need some help and also collecting surveys would take longer so it's a lose/lose situation. People who find overland dead easy are mostly ones with no need of more exp, don't farm gold by killing and don't need double decon material from quests i believe. Might be wrong but it's not worth any time investment from the team that already struggles with sanity lol.

    But there is a thing that might need such a switch, like dlc story quests solo instances where everything is dead before you saw any mechanics and didn't heard a dialog or action when it's kinda important. Their immunity phases are kinda bad as everyone is dead in a second and you just watch a dragon/enemy roleplaying in a sky and you just awkwardly standing here.
  • Rake
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    what you suggested make it unplayable.
    But yes, some difficulty toggle for overland that would give us better gear would be great
  • Septimus_Magna
    Septimus_Magna
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    eKsDee wrote: »

    Which would split the population between two different instances, or more if you want more amounts of increased mob health and damage.

    Reducing the player's stats through damage done and damage received has the exact same effect as increasing mob health and damage, except doesn't cause a population split.

    From what I understand there are already multiple instances for zones, so not everyone in a zone appears on your screen.

    Reducing the player's stats is not a bad solution but if I have the choice I would pick the option that makes enemies stronger.

    Dark Souls III had a ring to make it more difficult but most players preferred NG+ because it feels more challenging instead of intentionally gimping yourself.

    An item or debuff to make it more challenging could work in ESO, maybe as a mythic item.
    For example, a necklace that greatly improves drops from mobs but you deal 80% less damage, take 50% more damage and healing is reduced by 50%. Only problem is that a player without this item/debuff could help you to easily kill mobs.
    PC - EU (AD)
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    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Eifleber
    Eifleber
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    Universe wrote: »
    11.Players who set the toggle as ON will be able to see and group with each other on the same phase.
    Lower and higher difficulty players will not be able to attack the same monsters.
    There will be no mix of lower and higher difficulty.
    You can' t do this. In some areas (live Vvardenfell) you already can't find people to fight WB 90% of the time.
    Splitting up the playerbase will makes matters even worse.



    Playing since dec 2019 | PC EU
  • Anumaril
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    I've always found that damage buffs to enemies and HP nerfs to players was a terrible way of "increasing difficulty". It's one of the reasons why Skyrim's "difficulty" slider was so broken to me.

    I'm a firm believer that what has killed overland content's difficulty are Champion Points, and, to a lesser extent, OP gear. The latter is pretty simple. If you complete the latest Veteran trials and get the best of the best gear, don't be surprised when you can kill things faster than most. That being said, I would still like to face a challenge in my overland content, even if I do have trial gear. Just because my gear's set bonuses are more fun/engaging than lower tier gear, that doesn't mean I should suddenly have no challenge at all in other forms of content (what I'm hinting at here is scaling, not nerfing).

    However, despite how powerful gear makes you, what trully makes you OP in overland content are those Champion Points. Unless you make a character specifically designed for overland content where you don't assign them any Champion Points, you will undoubtedly want to get as many as you can for when you PvP or PvE. The unfortunate thing is that overland content does not scale, so while you get buffs, everything around you stays the same. That 60% magicka/stamina regen bonus you get from your Points is simply too much for overland content to be compete with you (and that's ignoring all the other bonuses you get from allocating Points).

    If you want to make overland content challenging, either rework the Champion Point system and scaling system of overland creatures/objects (traps, etc), or create a difficulty mode designed for it, as the OP mentioned.
    I wouldn't know the first thing about what to include in such a system, but I would immediately disable Champion Points, and assuming scaling is too difficult to implement, I would also reduce the bonuses players get from their gear (including enchantments) by 25-50%.

    I will also mention the follwing: people like myself who would use such a system should not be getting extra rewards for doing so. If we did, it would force other people who are not interested in that playstyle to play it for the rewards, and would make them miserable. The point should be to offer it for the people who want it, though without affecting other people.
    Being able to enjoy overland content again should be reward enough. Being able to enjoy the game how we want to should be reward enough. Don't overplay your hand by asking for extra rewards.
    Edited by Anumaril on May 11, 2020 9:42AM
  • Fischblut
    Fischblut
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    No! I don't want an harder difficulty setting for Overland content at all.
    In ESO, we had a zone with high difficulty, and it was dead most of time - old Craglorn :smiley: Absolute fail, and it was correctly fixed by developers :)

    Old Craglorn actually somewhat reminds me of modern GW2. People run away from mobs cause it's very easy to die even to non-bosses, and most of overland in expac zones is empty - just lot of deadly mobs around, with occasional lonely player here or there. You can only see groups of players if they farm certain events for achivs/meta loot :D If you struggle to follow the event farm group cause you don't have certain mount/glider mechanic unlocked, and you die to fast-respawning mobs - tough luck, nobody will return and help you out.
    You don't see players actually explore and marvel at the beauty of the maps; such moments are only possible in safe cities, or if people fly high above the dangers on Griffon, or perch at some place where mobs can't attack them (and ranged mobs have ridiculous hard-hitting long range attacks).

    ESO is still beautiful and relaxing game overland, it doesn't need same awful difficulty as GW2 has.
  • Eifleber
    Eifleber
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    Fischblut wrote: »
    Modern GW2. People run away from mobs cause it's very easy to die even to non-bosses, and most of overland in expac zones is empty - just lot of deadly mobs around, with occasional lonely player here or there. You can only see groups of players if they farm certain events for achivs/meta loot
    *
    It's all about incentive, risk/reward.

    For example I remember vanilla WoW before TBC was released. I used to farm some tough mobs, sneaking up with my rogue to an isolated bunch somewhere in a corner to get enough reputation so I could get the recipe for that great looking BoP gear that people would notice.

    Same for farming FoW gear in GW1 (just for looks) with a good dedicated team of people who knew how to be patient and work together. What was very unique is that player skill and teamwork mattered and not you gear.

    More grind and tedium, true - but also far more rewarding than all content being a pushover and buying your unique gear from crown crates.
    *
    Edited by Eifleber on May 11, 2020 9:54AM

    Playing since dec 2019 | PC EU
  • LtSnowballin
    LtSnowballin
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    While the option you typed out is pretty cool, I feel like just the world bosses should be increased to be on par, not with Dragons, but with the harrowstorms on the PTS. Something in between the normal WBs and dragons difficulty. Same with dungeons; They should add a HM to be pressed at the start to then increase the health/damage of all the mobs inside the dungeon and maybe add some new mechanics to each boss or so.
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  • ZaroktheImmortal
    ZaroktheImmortal
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    Hmm I mean maybe they could do it so you can restrict yours personally but not that of other players and anyone can show up to these.
  • eKsDee
    eKsDee
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    From what I understand there are already multiple instances for zones, so not everyone in a zone appears on your screen.

    There are, but introducing new instances for different difficulty settings would add even more. Normal/Vet would double them, Normal/Hard/Vet would triple them, Easy/Normal/Hard/Vet would quadruple them, Easy/Normal/Hard/Vet/Legendary would quintuple them.

    This is why introducing a player debuff is the better solution, because it accomplishes the same thing (see below for explanation as to how it does), while keeping everyone in the same instance as they were before.
    Dark Souls III had a ring to make it more difficult but most players preferred NG+ because it feels more challenging instead of intentionally gimping yourself.

    This is just a type of cognitive bias, all it is. Think about it logically.

    Say a player is fighting a mob. Mob has 20k health, player has 25k health. Player deals 2k DPS to mob, mob deals 500 DPS to player. (Player might have been healing to offset mob's damage, or might have high resists.)

    Player kills mob in 10 seconds, while losing only around 5k health over that 10 seconds, or 20% health.

    Now say the player enters a vet zone, where mob health and damage is doubled. Mob now has 40k health, and deals 1k damage a second to player. Player still has 25k health, and still deals 2k DPS to mob.

    Player kills mob in 20 seconds, player loses 20k health over that 10 seconds, or 80% health. Mob health doubled, so fight duration doubled. Mob damage doubled, which when combined with fight duration, means total received damage quadrupled for the player.

    Now say the player goes back to a regular zone, but instead increases his difficulty up to a setting, where his damage done is halved, and damage received is doubled. Mob goes back to 20k health every second, but still deals 1k damage a second to player, as player damage received doubled. Player still has 25k health, but now deals only 1k DPS to mob, as player damage done halved.

    Player kills mob in 20 seconds, player loses 20k health over that 10 seconds, or 80% health. Mob health has gone back to normal, but player damage has been halved, which has had the same effect as doubling mob health, meaning fight duration still doubles. Player's damage received has also doubled, which has the effect of the mob damage effectively being doubled, which when combined with the fight duration still doubling, means the total received damage still quadrupled for the player.

    One difficulty system changes the mobs, another changes the player, but they both resulted in the same outcome. This works for any percentage increase, provided the player changes are the reciprocal of the mob changes (ie `player_change = 1.0 / mob_change`), because math.

    An increase in 50% would be a 1.5x increase, and the reciprocal of that (`1.0 / 1.5`) is 0.6666667, ie 2/3's. So increasing mob health and damage by 50% would have the same effect as reducing the player's damage done and increasing the player's damage received by 33.334%.

    (If you don't believe me, try it yourself. Open your calculator app, and type in `30000 / 2000` (1.5x mob health, divided by regular player DPS), then type in `20000 / (2000 * 0.6666667)` (regular mob health, divided by 2/3's player DPS), and compare. Both should result in ~15, or around 15 seconds.)

    Same outcome, and yet people seemingly prefer the system that changes the mobs, because they don't like the fact that they're being gimped, despite both having the same outcome.

    If it were up to me, I'd just roll the debuff out, and say "it just makes the game harder", without going into details, but if that doesn't satisfy you, not sure how you'd solve this issue.
    An item or debuff to make it more challenging could work in ESO, maybe as a mythic item.
    For example, a necklace that greatly improves drops from mobs but you deal 80% less damage, take 50% more damage and healing is reduced by 50%. Only problem is that a player without this item/debuff could help you to easily kill mobs.

    IMO, you shouldn't have to go out of your way to get this, it should just be implemented as an automatically applied debuff, that only applies in overland zones, with multiple levels of damage done/received scaling (ie Easy, Normal, Hard, Expert, Veteran, Legendary difficulties), defaulting to what we have now.
  • WildRaptorX
    WildRaptorX
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    Other.
    I’ve always been for increasing difficulty of overland but these constant daily threads makes me think we’re idiots
  • Imryll
    Imryll
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    No! I don't want an harder difficulty setting for Overland content at all.
    Not what I'd want them spending time and resources on--and certainly if implemented spending resources to provide the desired challenge should be the reward.

  • Cinbri
    Cinbri
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    OP idea will make overland just more boring as it will make fights exactly same but longer which will become frustrating after numerous encounters.
    Would prefer if it would be treated same way as dungeon hardmodes - in addition to increased hp/damage opponents gain new set of special abilities that change pace of combat.
    Would be impossible to implement tho as it take too much efforts.
  • Septimus_Magna
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    @eKsDee if you only care about the outcome you can un-equip all your equipment and fight mobs unarmed. Now the game is more challenging but did the experience improve? Why do normal and veteran dungeons have the same mobs but they have more health and deal more dmg? Because you want to feel like you deal the same amount of dmg, even if you fight stronger mobs. I dont want to get my calculator after a fight to understand if I did better or worse compared to the dungeon I just did.

    There dont have to be less players in each instance if normal and veteran overland were separated, a couple of the the instances would just be veteran instead of normal. The amount of players in each instance can remain the same. Maybe if there was a challenge and reward while doing overland content there would be more players in old zones.
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  • peacenote
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    No! I don't want an harder difficulty setting for Overland content like what you suggested.
    Running into (and helping) anyone and everyone is what makes overland different than our instanced content and key to why ESO is an MMO.

    Anything that separates players in overland is a bad idea... especially if it is likely to separate new players and experienced players so they don't get to mingle, as this likely would.

    I am not against ideas that might make overland more challenging or more rewarding, but only if it works for everyone without phasing or separating the population.
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  • eKsDee
    eKsDee
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    if you only care about the outcome you can un-equip all your equipment and fight mobs unarmed. Now the game is more challenging but did the experience improve?

    One of these things is not like the other. If I were to gimp myself manually, I'd have to go out of my way to undo all of my progression, while if the game automatically did it for me, it's just scaling my effectiveness.

    Really, how different is this to the current scaling put in place for newer players? It's literally the same thing, it's just that with a difficulty setting, you have control over how the game scales you.

    Again, it's a form of cognitive bias. The outcome is the exact same between the two. If all a veteran zone did was apply a hidden debuff to you, you wouldn't care, because you don't know it's even gimping you. It's only when you're told that it's gimping you, that you suddenly care.
    Why do normal and veteran dungeons have the same mobs but they have more health and deal more dmg? Because you want to feel like you deal the same amount of dmg, even if you fight stronger mobs. I dont want to get my calculator after a fight to understand if I did better or worse compared to the dungeon I just did.

    My calculations show that it's the exact same no matter which way you go about it. Same damage against double mob health has the exact same outcome as half damage against same mob health.

    Unless you care about the exact numbers being shown (which even they can be altered, as I'll explain next), the fight should feel the exact same. That's what all that math I did shows.

    And if you do care about the exact numbers being shown, again I'll point you to the current scaling, but even more so, the numbers just have to show the damage before the multiplier (as well as their client reporting mob health to be increased based on that multiplier, only for their client), and suddenly the player literally cannot tell the difference.

    They will see the same damage being dealt against a higher health pool, when they're actually dealing less damage against the same health pool, and it doesn't matter, because the math checks out both ways.

    You don't ever need to know how it works, you just need to know it works, and that's very obvious to tell when fights take longer and the perceived target health is higher (whether by feeling higher, or being reported by the client as being higher).
    There dont have to be less players in each instance if normal and veteran overland were separated, a couple of the the instances would just be veteran instead of normal. The amount of players in each instance can remain the same. Maybe if there was a challenge and reward while doing overland content there would be more players in old zones.

    This literally makes zero sense. You have a fixed amount of players in a zone instance, that we'll just call 100% of players.

    If we assume 10% of those players want to play in a vet zone, then that 10% will be moved into a new vet instance, with the remaining 90% staying in the normal instance. A new instance was created, and the population in the existing instance has been split between them.

    Unless new players are coming into either instance that weren't already entering the instance (ie a vet player who previously didn't touch overland, now wants to do it because of the vet difficulty mode), the same amount of players is having to be split between two instances, which means each instance now has less players.

    It's not even math, it's basic logic. Splitting 100% of something doesn't magically add more to it. Splitting a chocolate bar cannot magically add more chocolate than you started with. Same thing here (although it is a bit more complicated, due to the vet who previously didn't touch overland, as I just referenced).
  • eKsDee
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    Yes! I want an harder difficulty setting for Overland content, but not like what you suggested.
    I'd also like to mention that an automatic debuff is sorta how GW2 handles overland difficulty -- in that zones are leveled and if you're over-leveled for a zone, you are automatically downscaled to bring you more in line with the expected level of the zone -- and nobody has an issue with that over there, because it has the same outcome as the increasing mob health with levels.

    You can take a max level character and run it through max level zones, then take it all the way back to a beginner zone, and despite visibly dealing less damage per hit, you still feel just as effective (if not more so, because the downscaling does seem to keep a bit of your extra power from being over-leveled) as you did in the max level zone, because you're still dealing roughly the same damage per point of health.

    Again, this is 100% cognitive bias. You care about being gimped, only because you know you're being gimped. If the game didn't tell you that you were being gimped, you wouldn't even know you were being gimped, and you'd be completely fine with a debuff, because all you know is that it does perform as you'd expect, and does what you want it to do.

    And this is why a debuff is the perfect solution. It keeps everyone in the same instance, keeps the difficulty increase/decrease on an individual player as opposed to an entire instance, easily applies in any zone since it can just automatically apply in a given type of zone just like Battle Spirit, easily provides multiple levels of difficulty without spinning up additional instances, all the while still having the same effect as actually increasing mob health and damage, down to the exact fight durations and total damage received numbers.
  • redlink1979
    redlink1979
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    No! I don't want an harder difficulty setting for Overland content at all.
    Your increased difficulty option is: don't repair your gear and don't charge your weapons. lol
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